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TIGSource ForumsDeveloperPlaytestingConcept to Prototype in 2 weeks: QBCUBE !
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Author Topic: Concept to Prototype in 2 weeks: QBCUBE !  (Read 3181 times)
foodi
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« on: July 24, 2010, 11:29:51 AM »

Hello everyone,

We just finished an accelerated 2-week production on an original game idea. You can read about the experience and play the game here.

http://www.catstatic.com/2010/07/qbcube-post-mortem/

Comments, criticisms and bug reports are welcome!!

UPDATE:

QBCube re-release on Kongregate! Please vote for us!
http://www.kongregate.com/games/CatStatic/qbcube
« Last Edit: February 17, 2011, 10:07:27 AM by foodi » Logged
TheLastBanana
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« Reply #1 on: July 24, 2010, 12:24:15 PM »

Don't forget to introduce yourself to us before you post your game:
http://forums.tigsource.com/index.php?topic=45.0

The game is pretty neat.  In terms of bug reports, I've noticed that if you move your block off the edge, then immediately hold space after moving, you don't die.  As well, if the level is resetting and turning the view back to normal, and you push R while it's swinging back, you respawn at funny angles and die a few times before it fully resets.
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deathtotheweird
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« Reply #2 on: July 24, 2010, 01:51:52 PM »

I've been maintaining a "links to interesting unity web games" thread on this forum and I included your game here: http://forums.tigsource.com/index.php?topic=13377.msg410249#msg410249

I really enjoyed it, very nice and polished for only two weeks.
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foodi
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« Reply #3 on: July 24, 2010, 02:43:20 PM »

Thanks, Allen!

LastBanana: Nice catch. I wasn't aware of the hold-space-after moving bug.
Oh and apologies for not introducing myself on the forum first.. i'll do that asap!
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Notch
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« Reply #4 on: July 25, 2010, 03:24:25 AM »

Very stylish, interesting gameplay. It took me a few minutes to realize I could press space (I used the main menu as a way to learn the controls), but when I did, the game suddenly got a lot more interesting.

There were two things that bothered me, though:
* The music. I LOVED that music back in the day, and hearing it "ripped off" like that feels a bit cheap. You should get some original music. (Besides, it's copyright infringement to include other people's work like that)
* Selecting "menu" apparently means "quit game"? Normally, you'd get a menu with some options, and you could exit the menu to get back to where you were. At least that's why I expected. The reason I stopped playing was that I went "oh, I wonder what's in the menu.. Oh. Ok."

The graphics are spot on. I love the isometric perspective, and how it sometimes makes it hard to see where things are unless you rotate the map and remember how stuff moved. Very nice.
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foodi
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« Reply #5 on: July 25, 2010, 10:43:10 PM »

Great comments, Notch, and thanks for speaking your mind. You're absolutely right. Originally, QBCUBE was never meant to go beyond the 'experiment' stage, which is why we felt 'ripping off' copyrighted music was 'acceptable'. Ofcourse, it was actually an homage and our motives were never ulterior. Nevertheless, that is something we should and will rectify asap.

The point you brought up is also extremely true. It hadn't occured to us.

Glad you enjoyed the game, however, and rest assured we'll make the fixes as soon as we can!
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deathtotheweird
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« Reply #6 on: July 26, 2010, 12:21:29 AM »

There were two things that bothered me, though:
* The music. I LOVED that music back in the day, and hearing it "ripped off" like that feels a bit cheap. You should get some original music. (Besides, it's copyright infringement to include other people's work like that)

I don't see the big deal in this, it's a free game. It's a bit silly and extreme to call it copyright infringement like he's some big asshole making a shit ton of money.

Not like he's the only one doing it, cactus uses a lot of "borrowed" music from other bands. Often uncredited or even acknowledged.

Terry used cave story music in maverick bus and I don't see you jumping on him about it. He even makes money off of that game, through shared ad revenue. Isn't that doubly worse than putting a borrowed song into a game that doesn't generate any money for the developer?

It's not a big deal, loosen up a bit. No need to be so hostile.
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Notch
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« Reply #7 on: July 26, 2010, 11:25:33 AM »

I didn't intend to sound hostile!  Who, Me?
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deathtotheweird
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« Reply #8 on: July 26, 2010, 11:31:31 AM »

I thought it sounded a bit passive aggressive, with the use of all those quotes and using stronger terms such as ripping off and copyright infringement and cheap. Didn't mean to jump to conclusions  Gentleman Probably read too much into it.
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Notch
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« Reply #9 on: July 26, 2010, 11:50:48 AM »

Yeah, now that I read it again, you're right.. :-O

Sorry!
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compositeredfox
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« Reply #10 on: July 26, 2010, 12:50:29 PM »

You have a very strong "wow" moment when you rotate the level. Wow. Nice gameplay, and very polished, congratulations.
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foodi
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« Reply #11 on: February 17, 2011, 09:58:20 AM »

For those of you that enjoyed the QBCube prototype, we did some more work on it and submitted it in the Kongregate Unity Game Contest. Please vote for us!

http://www.kongregate.com/games/CatStatic/qbcube
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ithamore
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« Reply #12 on: February 20, 2011, 03:22:11 AM »

I liked it. I think the graphics, music, and gameplay work well together. I also liked how all the levels are unlocked from the beginning.

I was able to flip forward so fast on the first level that I flipped out of the whole above the goal. Also, it was clear that bringing up the menu meant the menu shown between levels or the title screen menu.
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foodi
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« Reply #13 on: February 20, 2011, 03:35:46 AM »

I liked it. I think the graphics, music, and gameplay work well together. I also liked how all the levels are unlocked from the beginning.

I was able to flip forward so fast on the first level that I flipped out of the whole above the goal. Also, it was clear that bringing up the menu meant the menu shown between levels or the title screen menu.


thanks for the feedback, ithamore. About the menus, i may be misunderstanding you, but did you mean it wasn't clear which menu would come up?
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ithamore
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« Reply #14 on: February 23, 2011, 05:47:08 AM »

Yes, it wasn't clear. I thought it would take me back to the starting screen. I didn't know there was an in-game menu you could bring up at any time. I thought that menu only appeared after finishing a level. After I brought up the menu, though, it was clear that M brings up the in-game menu and pauses the game.

The "How to Play" doesn't mention the restart and menu, and they aren't mentioned in the instructions section of the page. I didn't notice the restart and menu info hidden down in the corner until I had be playing a while (level 6 or 7). Including these controls in either the "How to Play" and/or the instructions could have avoid the momentary confusion.

This isn't a big issue, but correcting it would make the game a little more player friendly.
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madflame991
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« Reply #15 on: February 24, 2011, 08:17:50 AM »

Very nice graphics and concept. I especially loved the tiny cube's animations. Really cool for a two week game.
Only thing that frustrated me were the controls. What is "up" when the board is rotated at 45 degrees? I died a couple of times thinking that "up" is NW instead of NE or vice versa. In my opinion isometric games like this should have the board rotated at 60 degrees or should have a different control scheme: [Q] - NW, [A] - SW, [E] - NE, [D] - SE.
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